000 | 03864cam a2200385Mi 4500 | ||
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001 | ocn880245529 | ||
003 | OCoLC | ||
005 | 20240726104737.0 | ||
008 | 140317s2014 nyua fob 001 0 eng d | ||
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_aQCL _beng _erda _epn _cQCL _dOCLCO _dYDXCP _dOCLCF _dOCLCQ _dIDK _dNT |
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020 |
_a9780199374731 _q((electronic)l(electronic)ctronic) |
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020 | _a9780199344703 | ||
050 | 0 | 4 |
_aBL65 _b.V578 2014 |
049 | _aMAIN | ||
100 | 1 |
_aGeraci, Robert M., _e1 |
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245 | 1 | 0 |
_aVirtually sacred : _bmyth and meaning in World of Warcraft and Second Life / _cRobert M. Geraci. |
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_aNew York : _bOxford University Press, _c(c)2014. |
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_a1 online resource : _billustrations (black and white) |
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_atext _btxt _2rdacontent |
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_acomputer _bc _2rdamedia |
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_aonline resource _bcr _2rdacarrier |
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_adata file _2rda |
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_aIntroduction: Real stories in virtual worlds -- _tA cultural adventure -- _tPolite society -- _tA world with meaning -- _tThe flow of faith online -- _tAnother life for religion -- _tSacred second lives -- _tReassembling religion -- _tAppendix: On method in the study of virtual worlds. |
520 | 8 | _aVideo games and virtual worlds can rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Using 'World of Warcraft' and 'Second Life' as case studies, this book shows that many residents now use virtual worlds to reimagine their traditions and work to restore them to 'authentic' sanctity or replace religious institutions with virtual world communities that provide meaning and purpose to human life. | |
520 | 0 | _a"Millions of users have taken up residence in virtual worlds, and in those worlds they find opportunities to revisit and rewrite their religious lives. Robert M. Geraci argues that virtual worlds and video games have become a locus for the satisfaction of religious needs, providing many users with devoted communities, opportunities for ethical reflection, a meaningful experience of history and human activity, and a sense of transcendence. Using interviews, surveys, and his own first-hand experience within the virtual worlds, Geraci shows how World of Warcraft and Second Life provide participants with the opportunity to rethink what it means to be religious in the contemporary world. Not all participants use virtual worlds for religious purposes, but many online residents use them to rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Using World of Warcraft and Second Life as case studies, this book shows that many residents now use virtual worlds to re-imagine their traditions and work to restore them to "authentic" sanctity, or else replace religious institutions with virtual communities that provide meaning and purpose to human life. For some online residents, virtual worlds are even keys to a post-human future where technology can help us transcend mortal life. Geraci argues that World of Warcraft and Second Life are "virtually sacred" because they do religious work. They often do such work without regard for-and frequently in conflict with-traditional religious institutions and practices; ultimately they participate in our sacred landscape as outsiders, competitors, and collaborators."--Publisher's description. | |
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_aVirtual reality _xReligious aspects. |
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655 | 1 | _aElectronic Books. | |
700 | 1 | _aOxford University Press. | |
856 | 4 | 0 |
_zClick to access digital title | log in using your CIU ID number and my.ciu.edu password. _uhttpss://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=1201464&site=eds-live&custid=s3260518 |
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_cOB _D _eEB _hBL. _m2014 _QOL _R _x _8NFIC _2LOC |
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_a92 _bNT |
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_c76818 _d76818 |
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_a1 _bCynthia Snell _c1 _dCynthia Snell |